(edited by Pelswick.9218)
Showing Posts For Pelswick.9218:
@Pyro, I’m definitely planning to get some footage of this build in the next month or so. Probably around christmas, when i get a break from school. And the timing should work out nicely, with the upcoming patch.
@skcamow, yessir, that was me (mewduo). Great duels btw! Hit me up the next time you open the arena; I could always use more practice ;D
Thx for the comments guys, lets keep ’em coming!
<Reserved, cuz i can>
Final Thoughts.
A wise man once told me “Mantras are like seasoning. You wouldn’t make a meal out of cumin and thyme; but, when used sparingly, they can bring out the best flavors of a particular dish.” – Pyroatheist.
That being said, this build ‘peppers’ in the use of mantras, without ‘over-seasoning’ and ruining the build. However, the 2 mantras we use are both paramount for making the build functional. Get used to casting your mantras. I know they’re easy to forget at first, but with this build – your going to want to use them as much as possible.
Your playstyle is basically – summon your phantasm(s), and try to avoid as much damage as possible. Your phantasms will do a large chunk of your damage, so summon as often as you can (about every 10 seconds) and remember* to stay away from them, so they don’t die to aoe. Start fights with mantras your charged, and remember to cover your MoR recasts with stability. You should generally get a kill, before you need to recharge mantra of concentration.
Phantasm builds don’t really need to use shatters. But they can be effective in certain situations: F1 – wont do much damage, but can help you get the kill on a very low hp target. F2 – No, just no. F3 – the daze is nice for interrupts or helping you push a kill. F4 – sure stomp or safe cast for MoR when MoC is on cooldown.
So in conclusion, that’s the build. Try it out and let me know what you think!
(edited by Pelswick.9218)
Skills
- Mantra of Recovery – Ahh, MoR – the bread and butter of this build. As i’ve stated, our mantras add a lot of survivability and synergize very well with our traits/skills. For example, Mantra of Recovery gives us – 2,662 + (2,744 × 3) = 10,894 hp (+3 condition removals) on a 10 second cooldown. This mantra is your new best friend, use it often!
- Blink – The mobility is great. Can be used as a gap closer/creator. Can* be casted while charging mantras. And the stunbreak is just icing on the cake.
- Decoy – Another stun break, and a 3 second stealth – more than enough time to re-cast that mantra of concentration, or summon a phantasm without projecting the cast (i.e. prompting your opponent to dodge). The possibilities are endless.
- Mantra of Concentration – MoC is another necessity. Yes! another* stunbreak (3 more, technically)This is the glue that holds our ‘mantra’ build together. You have 3 casts of a 2 second stability. Being that mantra cast times are about 2.75sec, you want to charge your mantra of recovery (or mass invis) first* before covering the cast with stability. Stability also grants you a sure-stomp, or gives your teamate a sure-stomp. Dont be selfish, if you see a teamate going for a stomp, run by them, cast a stability, and get the heck outta there.
- Mass invisibility – A nice group stealth with a somewhat long cast time (cover with stability if needed). Adds a bit of support to the build. It’s not the greatest spell in our kitten nal, but i’ve saved countless lives with a well timed MI followed by a stability-fueled revive. Again, don’t be selfish, help your teamates out.
Weapons
Now you have some options here. Personally I’ve found GS/sword+pistol to put out the most damage/pressure in most fights. The knockback and stun can also help when finishing an opponent off. You could swap GS for Scepter+Sword if you’re fighting a melee heavy team. The double block, torment and confusion, works very nicely against melee. But just remember to swap out “Greatsword training” in Domination for something/anything, if you do.
Why Greatsword?
Lots of damage, an aoe phantasm with a whirl finisher, aoe knockback, and most importantly – ranged damage. While you will have great healing with this build, you do not want to take unnecessary damage. Also, this allows you to stay away from your phantasms so they dont take unnecessary aoe/spash damage. Your phantasms are a big bulk of your damage – keep them alive.
Why sword+pistol?
Stun/daze/blind in a single shot. iDuelist is just awesome and conveniently stays at range, to avoid dmg. A very nifty (albeit, buggy) immobilize with iLeap, which helps with those annoying dodge spammers. And blurred frenzy for a quick invlunerability and moderate damage.
Why scepter+sword?
iSwordsman hits hard and fast. You have 2 blocks, one that gives a torment, and another that counter-attacks for moderate damage. Confusing Images is a little awkward, but we can forgive it – due to its damage potential (and most opponents tend to burn a dodge when they see it). And finally auto-attack, ether bolt hits fairly hard with a power build. But it’s still a very slow projectile, and the created clone on the 3rd attack can be annoying at times.
Runes/Sigils
Runes of Divinity x 6 – +60 to all stats, and +12% crit dmg for you and your phantasms. Sounds good to me.
Sigil of Air/Fire x 2 – Procs fairly often, and adds to your potential burst.
Sigil of Bloodlust – Getting kills won’t be a problem for you. Just play smart, and enjoy that bonus +250 power.
(edited by Pelswick.9218)
Whattup guys!
So i’ve been tinkering around with this build for a while and i’ve decided to share it with my fellow mesmer community. It’s a phantasm/mantra hybrid, that specializes in raw, brute power – and a little extra healing for survivability (you and your phantasms can’t do dmg if ur dead, right?)
Random Disclaimer: This is my first time posting a build/guide. While i tried to keep everything as clear and concise as possible; there’s always room for improvement! I will do my best to be open and accepting to responses and critiques, just try to keep it constructive Also, this build was created for Tpvp. My computer sucks too much for WvW, and I haven’t PvE’d in ages so i have no idea how they’d work in those instances – but your more than welcome to try it out and share your experiences. As with all builds – YMMV.
Anyway without further ado – here’s a link to the build.
http://gw2skills.net/editor/?fgAQNAR8al4zipXUTlGb9IxZGQ35keo6Uv6yHwNA-ToAg0E1oqxVjpGZN2aGUsoYDB
Phantastic Mantras – Quick and dirty breakdown
As i’ve stated, the idea behind this build is to pump out as much damage as possible (through phantasms) while staying alive long enough for to outlast your opponent. Basically your phantasms hit like a mack truck, and you have healing for days.
Why Phantasms?
Simply put, most pvpers have figured out the many ways to find the ‘real’ mesmer amongst his clones/phantasms. As a result, our clones/phantasms are often ignored and the ‘real’ mesmer gets tunneled. Welp, why not make our phantasms a force to be reckoned with? We have enough mobility, avoidance (and heals – with this build) to stay alive, while our phantasms just wreck stuff.
Why Mantras?
The general concensus seems to be that mantras suck, right? They’re generally unintuitive, they have slow charge times, are easily interrupted, have long cooldowns, and casting one is like holding a big “hit me!” or “interrupt this!” sign over your head. While these are valid complaints, this build synergizes with mantras very, very well – and dare i say, it even makes them “Phantastic!”. With numerous stabilities, stealths, and a smart playstyle (knowing when it’s safe to cast), you can easily cast most of your mantras, without fear of interruption.
Traits: 30/15/0/25/0 (III,X,XI / II / IV, X)
30 Domination – “I have the POWERRRRR!!!” – seriously though; brute force – take all the power you can get! The condi-duration is nice too.
- Empowered Illusions – Illusions deal 15% more damage…. uh, duh!
- Greatsword training – Increased power(50) while wielding a greatsword. Reduces recharge on greatsword skills. – More power is always nice. Faster cooldown on iZerker as well as the other GS skills (including knockback) are shortened.
- Harmonious Mantras – Mantras can be activated three times before needing to be channeled again. – This is a mantra build, so yes, yes, yes. 3 Stabilities are awesome, and 3 heals (technically 4) help with that survivability thing i mentioned earlier.
15 Dueling – “En garde” – I just like to watch them bleed… >=]
- Phantasmal Fury – Your phantasms have fury. – Big dps boost – duh.
- Side note – 15 pts into dueling for sharper images (Illusions inflict bleeding on crits) – Your phantasms will crit, A LOT. The extra dps from bleeds works nicely with the 30pts we sunk in domination, for condi-duration. And the random crits from your clone(s) are a nice bonus.
25 Inspiration – “Such….Synergy!” – the +vitality and +healing is nice too.
- Menders Purity – Remove a condition when you heal. – Ahh conditions. The bane of mesmers world-wide. Conditions will always be a problem for us, but this build makes them less of a problem. You have 3 condition removals – soon to be 6* in the next patch! On a 10 second cooldown. This skill isn’t a game-changer, but it does help an awful lot. Keep in mind, conditions are removed FILO and LIFO – take that, and run with it.
- Restorative Mantras – Heal Allies when you cast a mantra. – Healing for you, your party, and your phantasms (2,662) when you charge your mantra. This makes your mantra of recovery grant 4 heals for around 2700 each. Just do it, trust me.
- Side note – 25 pts into Inspiration for Phantasmal Strength (phantasms deal 15% more dmg) PHANTASMS HIT HARDER! nuff said.
(edited by Pelswick.9218)